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THE MASS RE-EMERGING OF THE BEDROOM CODER This is part two in a series of articles exploring experiments and enablers aiming to improve the creative climate in game development for current and new talents alike. This month, we look at software tools and industry moves which focus on facilitating the independent visionary. [You can read part one here.] It's tougher than ever to break into video games. Of course there are exceptions, but they are very rare indeed compared to the movie and music businesses. In movies, some have competed commercially with just a handy camcorder, editing software, and a few friends who can act (remember "Blair Witch" and "Clerks"?). In music, a mic, a keyboard, and some recording software is all that's ever really needed to create a hit. In games, life got a little more complex for aspiring game creators after the bedroom coder days and thus garage developers almost completely disappeared throughout the late '90s and early '00s, with new ideas coming almost entirely from commercial developers and publishers. Fortunately, in the last few years, garage developers have been making somewhat of a low-key resurgence. In 2004, The Behemoth brought their Flash-based "Alien Hominid" game to consoles and are now building "Castle Crashers" and an update of "Alien Hominid" for Xbox Live Arcade. Introversion Software, the guys behind "Darwinia"(winner of several awards at the Independent Games Festival 2006), have seen enough success to carry on making games as a small independent team who admirably won't settle for any "publishers f**king their games up." Their next project is "Subversion" and will be developed " in the full glare of the general gaming public." Unfortunately, much as the quality of the game design is likely to be high, it's unlikely these games will be huge, commercially competitive titles, bar perhaps "Castle Crashers," thanks to the Xbox Live Arcade service being such a great platform for selling small-budget games. Part of the reason for this is simply that games are still largely a technology arms race. Innovation is key, but without technology, some ideas just can't come to life. When the technology to realize ambitious new ideas becomes just plain inaccessible to laymen, the ideas pool becomes limited. Equally sad is that concepts coming from capable independent developers are automatically heavily restricted in scope and don't reach further than the elitist gaming audience. It's still a valid audience and one that can bring financial success, but it's an initially limiting one and it can often paint your further efforts as niche and untouchable to shortsighted publishing execs if you ever feel the need to seek a bigger deal. Fortunately, accessible technologies are becoming more widely available. Just last month, Torque released its beta release of Torque X -- a GUI game-development environment that non-programmers can use to prototype gameplay concepts. This wouldn't be big news if not for the fact they're integrating it with Microsoft's XNA platform, which is the backbone of the critically and commercial success that is the previously referenced Xbox Live Arcade. The engine itself is praised for being great at realising 2-D gameplay concepts and it's definitely a step in the right direction for attracting new talent and ideas, particularly as Microsoft asserts that it wishes XNA to be "A Youtube for games." Of course, GUI game design software is not a new thing, but integration into something commercial and widely accessible is. Widely praised tools like Virtools and Unity rely on Web-player technology to reach audiences, despite the engines being perfectly capable of outputting current-gen game technology (which they also do, by the way). The latest version of Virtools, for instance, can output to PC, Mac, Web Browser plugins, PSP, and Xbox. They're also working on a Next-Gen version. Meanwhile, Unity can boast published games on both Mac and PC, as well as Web browsers, while being equipped with the highly regarded AGEIA physics engine. So how good are these software tools? Well, both have been used to create low-budget published professional game software, in the entertainment, serious games, and marketing sectors. Games developed in these platforms have been published by UbiSoft, Atari, and Warner Brothers on console, PC, and Web platforms. On top of that, a few years back, I interviewed Greg Tavarres, a technology lead at Sony Japan, and his comment about Virtools was this: "One of our designers convinced management to give him a month to play with it. In that month, he was able to create an entire level for a character action game on his own." He added that "this designer had his character walking around, he had animals you could hop on and ride, he had three or four kinds of enemies you could interact with, he had non-player characters you could recruit and command to do various things. He had several game setups, cliffs you could climb, moving platforms, all kinds of stuff -- and he had done all of this without any programming experience in a single month." Call me optimistic, but that sounds mighty promising. With the IGF winners behind "Narbacular Drop" being plucked by Valve to build the much-awaited "Portal Half Life 2" add-on and Xbox Live Arcade shooting to be a YouTube for games with the software tools being placed to make it happen, it looks like it'll be a promising next few years for the aspiring independent creative in the world of commercial video games. Stay tuned.
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By now, Wii parables are plentiful among both the gaming community and the mainstream press.
>> Secret Level: Making The Decision To Be Acquired
>> Casual Games: Too Much Of A Good Thing?
>> TIMEPLAY: BRINGING GAMES TO THE SILVER SCREEN
Jon Hussman, president and CEO of Toronto and Los Angeles-based Timeplay Entertainment, launched the company after being involved with Playdium Entertainment, a huge, 40,000-sq.-ft. entertainment center in Ontario, jam-packed with arcade games, batting cages, mini-golf, a go-kart track, and more. It was the ultimate destination center for gamers, but the capital costs were just as huge. Here he takes a few minutes to chat with DAM about Timeplay’s unique interactive gaming platform.
>> DAM Q&A With Gaia Online’s Craig Sherman
>> Top 10 Misconceptions About Video Game PR
>> Hooray For Hollywood And Games! >> DAM Q&A With Insomniac Games’ Mike Acton
>> Video Game Art Is Increasingly "To Go"
>>Dialogue With Richard "Lord British" Garriott On The Holy Grail Of MMOS
>>Now We’re In That City By The Bay!
>> The Mass Re-Emerging Of The Bedroom Coder
>> Brainstorming At A Video Game "Think Tank"
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